Item: Storm Arrow
Activate A (manipulate)
The head of this arrow is made from gleaming copper.
When an activated storm arrow hits a target, it is buffeted by raging winds and struck by a bolt of lightning that deals 3d12 electricity damage and the target must attempt a DC 25 Reflex saving throw. If this arrow is shot from a weapon with a shock property rune, the save DC increases to 27, though the attack doesn't benefit from the shock property rune itself.
Critical Success The foe is unaffected.
Success The foe takes half damage and isn't affected by the wind.
Failure The foe takes full damage and is buffeted by winds for 1 round, taking a -2 circumstance penalty to ranged attack rolls and a –10-foot circumstance penalty to its fly Speed.
Critical Failure As failure, but the foe takes double damage.
Trait Effects
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.
Electricity: Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Sky Serpent Bolt | 5 | Uncommon |
| Corpsecaller Round | 9 | Uncommon |
| Enfilading Arrow | 9 | Uncommon |
| Explosive Ammunition | 9 | Common |
| Silencing Ammunition | 9 | Uncommon |
| Spellstrike Ammunition (Type IV) | 9 | Common |
| Storm Breath | 9 | Common |
| Transposition Ammunition | 9 | Uncommon |
| Conduit Shot (Moderate) | 10 | Common |
| Depth Charge III | 10 | Common |
| Extinguishing Ball | 8 | Common |
| Feather Token (Swan Boat) (Ammunition) | 10 | Common |
| Feather Token (Tree) (Ammunition) | 8 | Common |
| Golden-Cased Bullet (Greater) | 10 | Uncommon |
| Scouting Arrow | 8 | Common |
| Sighting Shot | 8 | Common |
| Stepping Stone Shot (Greater) | 10 | Uncommon |
| Weapon Shot (Moderate) | 10 | Common |
| Big Rock Bullet | 7 | Uncommon |
| Big Rock Bullet (Greater) | 11 | Uncommon |